#include "sparkleParticleObject.h"

SparkleParticleObject::SparkleParticleObject(std::vector<Particle*> particles) {
	_particles = particles;
}

void SparkleParticleObject::render() {
	for (std::vector<Particle*>::iterator i = _particles.begin(); i != _particles.end(); i++) {
		glPushMatrix();
		// Camera transform already applied before calling this...
		glTranslated((*i)->getPosition()[0], (*i)->getPosition()[1], (*i)->getPosition()[2]);
		drawSphere(0.2); // just model as a sphere for now
		glPopMatrix();
	}
}